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How to have a constructive conversation with players?
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<blockquote data-quote="fba827" data-source="post: 8124862" data-attributes="member: 807"><p>If ‘wanting to finish the adventure’ is your primary reason for playing it, then that in itself speaks volumes that something needs to change. You don’t sound inspired or engaged. As you said you are just going through the motions. </p><p></p><p>Some options</p><p></p><p>(1) Just stop if you’re not inspired or engaged. Mine it for home brew ideas. Maybe make up your own ending using encounters from the adventure but your own flavor text. - personally this is what I would do. In fact don’t even need to tell the players just make adjustments and go with it, that’s what a dm does</p><p></p><p>(2) make some personal stakes to inject.... ( not having fun the adventure I have no idea so making stuff up). Maybe one of the devil bad guys has been in the mortal world before using a human form/magic/illusion and has interacting with one of the pcs before .. was it a positive or negative experience and how does that flavor how w that pc then interacts with that bad guy. but for this player to be invested in it, it has to be an encounter he already established in his background way back when the campaign started as applying some background encounter after the fact would be tacked on and not as inspiring. Some examples might be a relative! (Yes your dad really was a devil in disguise, works even better if a pc is naked ‘luke’ and Star Wars quotes just write themselves ), or was one of the pcs have a criminal background maybe it’s a former cohort that left the pc to take the blame for a crime. Etc etc</p><p></p><p>(3) have a conversation with the players ‘hey I was looking at getting back to this campaign but I was realizing it doesn’t seem to be as exciting as sone of the Halloween one shots we were doing. So I thought I’d ask... how excited are you guys by this story. Or do you think you might have more fun if we look at starting with something fresh “</p></blockquote><p></p>
[QUOTE="fba827, post: 8124862, member: 807"] If ‘wanting to finish the adventure’ is your primary reason for playing it, then that in itself speaks volumes that something needs to change. You don’t sound inspired or engaged. As you said you are just going through the motions. Some options (1) Just stop if you’re not inspired or engaged. Mine it for home brew ideas. Maybe make up your own ending using encounters from the adventure but your own flavor text. - personally this is what I would do. In fact don’t even need to tell the players just make adjustments and go with it, that’s what a dm does (2) make some personal stakes to inject.... ( not having fun the adventure I have no idea so making stuff up). Maybe one of the devil bad guys has been in the mortal world before using a human form/magic/illusion and has interacting with one of the pcs before .. was it a positive or negative experience and how does that flavor how w that pc then interacts with that bad guy. but for this player to be invested in it, it has to be an encounter he already established in his background way back when the campaign started as applying some background encounter after the fact would be tacked on and not as inspiring. Some examples might be a relative! (Yes your dad really was a devil in disguise, works even better if a pc is naked ‘luke’ and Star Wars quotes just write themselves ), or was one of the pcs have a criminal background maybe it’s a former cohort that left the pc to take the blame for a crime. Etc etc (3) have a conversation with the players ‘hey I was looking at getting back to this campaign but I was realizing it doesn’t seem to be as exciting as sone of the Halloween one shots we were doing. So I thought I’d ask... how excited are you guys by this story. Or do you think you might have more fun if we look at starting with something fresh “ [/QUOTE]
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